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Thread: [CAMP] Carrier Operations - Duala

  1. #31
    My whole Christmas was playing this, it's really enjoyable.
    Lol, thanks Muahaha I am glad you are enjoying it. As mentioned, the addon makers deserve all the credit. Duala is awesome [especially by air], so it Nimitz, meatballs f18 etc. It nice to be able to use them all together and appreciate their hard work.

    On another note, my whole Christmas has been spent making a new update.

    See the top post for a link.


    v1.03 | 27-Dec-11

    * Mission8: [Airfield Infiltration] patrols improved.
    * Mission8: [Airfield Infiltration] Convoy lights are off until it moves into position.
    * Mission10: [Takedown Gotdafti] NVGoggles added to MH-60S pilot as insertion is now just before dawn [typical mission playout].
    * Removed: Atmospheric planes landing as they can't retract their undercarridge and sometimes explode on landing.
    * Fixed: Issue where the Game Engine Seasonal tide calculations where causing issues with vehicles spawning on USS Nimitz [Causing explosions as they fell through the Nimitz deck into the ocean].
    * Added Silenced weapons to units operating at night in mission8 and mission10.
    * Fixed: Markers not hiding themselves using setmarkeralpha 0 for some missions.
    * Added: Some planes to the Nimitz deck for some missions.
    * Fixed: Wiki's name made it into the mission description rather than the credits section : P
    I will try address some of the things you mentioned, all are pretty valid points. First of all, I changed and added some cloud + adjusted the daytime for the covert ops missions. Overall, I think you will now require to use your night vision. Particully the mission8 [Airfield Infiltration] I am pretty happy with. Silouttes of the enemy now depending on how and where you decide to place yourself to carry out the mission give great ambience.

    F18 against 1 Mig21 most of the time seems a bit unfair for the AI. Since the airplane draw distance has been increase. Can we get longer or tougher air dogfights?
    In Libya, Nato inforced a strict no-fly zone. Apart from the odd Die hard, I believe not to many fighters even fired a shot due to air-strikes on the Linyan airforce airbases. This is what happened in mission 1 of my campaign. The No-fly zone was something enforced by the NATO alliance. It does seem really unfair that the MIG's of Duala are quite outnumbered.

    In saying that...if they get off the ground you better watch out they are very deadly. 1 missile = 1 dead F18 Hornet.

    The carrier deck crew needs more animations or activity to make it more "busy".
    I grabbed the CSG template from Snafu [Thanks Snafu]. It included the guys on Nimitz's deck. Trouble is AI can not navigate around the deck. Well they can but often they fall off and go swimming. My co-pilot script seems to be able to spawn a pilot on deck, but often he takes a couple of goes to get into your fighter jet.

    Maybe I could spend some time making some guys have converstations or something. For some atmosphere I added that landing plane via playMove. Trouble is with different mission times the water tide levels change effecting Nimitz Height ASL. Therefore the planes sometimes explode killing everything on the deck. Lol, it is quite atmospheric, but not very user friendly on the mission.

    I hope Meatball decides to implement a scripted version of the landing gear, because then I could also make the AI land properly on the deck. ATM they don't know that they are landing, and something like "(driver f18_1) action ["LandGear", f18_1];" only works for a player controlled aircraft. I have no way of forcing landing gear to go down when approching the carrier.

    Any chances of integrating MMA suite into the campaign?
    This might be really bad from me, but I don't know much about Mando Missiles. I am aware of the addon, but I thought it was an optional addon by the user. Is there anyway you can activate it via the mod-folder method? I think Meatball stated is was optional for his superhornett at least?

    Anyway, I hope you all enjoy this. If I get more feedback I can improve it. Maybe even add some more missions if you give me some ideas. I am all out : P

    Thanks

    Rough_Knight
    Last edited by Rough Knight; Dec 27 2011 at 10:16.

  2. #32
    Master Gunnery Sergeant
    Join Date
    Mar 8 2011
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    Poland, Sieradz
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    1,262
    In first post is still version 1.0 to download or im wrong?

  3. #33
    Quote Originally Posted by tom3kb View Post
    In first post is still version 1.0 to download or im wrong?
    The download link is the same, but the files have changed. I downloaded it myself just to make sure.

    Let me know if the Funky Cold Medina is going on

    Thanks

    Rough Knight.

  4. #34
    Master Gunnery Sergeant
    Join Date
    Mar 8 2011
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    Poland, Sieradz
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    Im not sure now, readme file is the same like in v1.0 and campaign file have the same date like v1.0 (23 dec 2011 23:54) and campaign file have the same size.
    Ps: maybe you should send info to armaholic about your campaign

  5. #35
    Thanks j_frost, will try out the new build and provide feedbacks.

  6. #36
    Quote Originally Posted by tom3kb View Post
    Im not sure now, readme file is the same like in v1.0 and campaign file have the same date like v1.0 (23 dec 2011 23:54) and campaign file have the same size.
    Ps: maybe you should send info to armaholic about your campaign
    Hi tom3kb I am not sure what happened there mate but both the file sizes and date should be different to v1.00. Maybe try download it again, I have changed the file name.

    Anyway version 1.04 is up which has the campaign version in every mission briefing under "Notes \ Credits" so I hope it is fixed for you.

    Also on the campaign overview in the campaign selection screen in ARMA2 it should tell you the version number. If you don't see the version from the first post, it means you don't have the correct version in your folder. The older campaign files should be over-written.

    v1.04 | 27-Dec-11

    * Added correct version information to the briefing of every mission.
    * Fixed: Error message on some missions because of a missing briefing intel picture present on only selected missions.

    Thanks

    Rough_Knight

  7. #37
    Master Gunnery Sergeant
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    Mar 8 2011
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    Thanks j_frost now its all ok for me v1.04 after download.

  8. #38
    Just realised that I couldn't rearm and take off again or am I missing something?

  9. #39
    I havent tried rearming.

    JDog implemented the trapdoor where you have to drive the little tractor down then you can get your arms to rearm the planes.

    Hope that helps.

    Thanks

    Rough Knight

  10. #40
    Quote Originally Posted by j_frost View Post
    I havent tried rearming.

    JDog implemented the trapdoor where you have to drive the little tractor down then you can get your arms to rearm the planes.

    Hope that helps.

    Thanks

    Rough Knight
    got the trap door rearming working but quite difficult to pull it off perfectly, cause sometimes the tow car gets trapped inside the ordinance room if you didn't park your tow car correctly inside the elevator while sending up the elevator. But not an issue, just need more practice or use MMA rearming method instead.

    Been fooling around on deck and also launching or landing, a few more things i've noticed,

    - some menus missing after landing like "getout" or "gears down". (need the landing gears down to move back for relaunching) In fact, the first version of auto landing in my opinion might be better as a workaround allowing player to manually put down the landing gear and hook and cut off the engine before touch down, it won't make the plane explodes as compared to current version that does.

    - the scripting errors popping up during launch or reloading of saves ( I thought it was the additional MMA i used but it happens without it as well)

    - Animation issues: the wingmen plane's seems jerky after turning on the afterburner on deck during launching sequence. (only happens on v1.04).

    I think most of these are only fixable by the addon makers but just to put it up here as well.

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